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KSP2 Release Notes
Everything posted by BFGfreak
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I actually took a few measurements with a radar altimeter, and from my readings the berm is smallest where you spawn at 1 meter, for the most part it stays about constant until the final quarter of the runway where the terrain begins to get a little uneven, with the largest discrepancy between runway and terrain being at the far end of the runway at 3 meters. That said the ramp does remain at a constant angle throughout the entire length of the runway. Also for those claiming that the berm gets in the way of landing, I should point out that those spot lights on the western end do have colision meshes enabled, so even if the runway was perfectly flat, odds are it won't help you as you'll still clip those lights. (fun fact: there are no lights on the eastern end of the runway)
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Just a little heads up, it doesn't work. When I tried DR out with KW's fairings the capsule had a habit of going nose first through the atmosphere, which by itself wasn't bad, it was the fact that the flames were getting between the fairing halves and cooking the probe inside that was the problem. EDIT: Reading the changelog for 1.2 if those struts can keep the seal tight these fairings just might work as heatshields, that said I would recommend trying it out in Kerbin orbit before committing to an interplanetary mission.
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[0.22] Shock absorbing landing legs V1.2 (21-11-2013)
BFGfreak replied to zitronen's topic in KSP1 Mod Releases
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I'm surprised nobody has linked this video yet
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Indeed. The only reason I did such entries was because I was a noob who didn't know where to put the PE for munar returns so I just had it so that my orbit intersect the planet. Thanks to these reentry mods I have since grown wiser much to the comfort my my kerbals. The only reason I suggested 15 G's was that that was how high the G meter goes, I suppose that you could have parts begin taking G damage at about 9 or 10 G's since that's where the red part begins. Ultimately though it does come down to the mod maker himself on whether or not he'll implement such a suggestion, but I figure it's better to share an idea and have it shot down instead of not sharing it.
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Because it's easy to get reentry G loads in excess of 15 G's and I'm sure that I can do interplanetary aero captures that exceed stock temperature tolerances, so there will be that chance of failure that stock does not have. In addition you have to remember that this mod also changes the reentry/mach effect itself by making it dependent on temperature instead of altitude.
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I had an idea for a future release which is adding easy and hard difficulty modes. With easy mode the stock heat tolerance's are used and the parts can endure up to 15 G's of force, while hard mode would pretty much have this mod behave like the old DR mod did for those out there that insist that everything must have heatshields or die. The Default Normal mode will of coarse be what we have now, but by adding those 2 modes it would appease both the carebears casual players and masochists who loved how unrealistically hard the old Deadly Reentry mod was.
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I believe "How hard can rocket science be?" is already our tagline and it is pretty good, but with that said here's something I thought up: "Build....Fly.....Explode"
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Or you can download FAR and curse at how you have to learn to fly all over again.
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The Terabyte Space Marathon
BFGfreak replied to TerabyteSPAAACE's topic in KSP1 Challenges & Mission ideas
I think Orion can do it, anything else is quite doubtful as Eve isn't exactly SSTO friendly which would be needed to get 2 landings out of Eve. -
How close can you get to the sun?
BFGfreak replied to Kimberly's topic in KSP1 Gameplay Questions and Tutorials
Any closer and, well watch the video if you haven't already. -
Well I belive the main reason Squad added the Galactic plane was to give the player some orientation in space. I found that in the old 0.13 demo I would frequently loose sight of Kerbin or the Mun if I wasn't orbiting right around it, and I can imagine that such loss of location can be detremental for things like docking or plane changes (or to just simply watch the orbiting body come closer to you as you approach it from interplanetary space.) That said options are always good, so good luck with your skybox replacement.
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Fixed, added the silent K we all know is there.
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Just a little FYI, the KW fairings don't exactly make the best heatshields. What I guess happened was that the lower drag of KW's parts and the high drag of the heatshield resulted in my rocket wanting to fly nose first into Eve. Now this is all fine and dandy except that I'm guessing the gap between the fairing halves allowed my lander inside to get cooked and I lost the parachute before I had time to react and begin a panicked roll to distribute heat. I should say that my second entry burn into Eve went much better after I jettisoned the fairing halves and used the fairing base+heatshield part to shield the craft. And before anyone asks no I'm not using FAR, this is all stock aerodynamics.
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Mun Rescue Operation Possible?
BFGfreak replied to The ASP's topic in KSP1 Gameplay Questions and Tutorials
The best and safest option would be downloading KAS, hooking it up to your capsule and towing it home. From there it's all downhill in terms of safety and chances of success, but you will have a laugh doing it. -
well my strategy ever since the old pakledhostage mod was wait for my altitude to drop below 5,000 and it has worked out pretty well. Granted I've never had too much experience with parachutes on other planets, but I image that the only one that would be troublesome with my strategy is Duna with it's thin atmosphere.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
BFGfreak replied to Normak's topic in KSP1 Mod Releases
You have to use the Kerbal Crew Manifest mod to transfer kerbals from parts that do have airlocks to parts that don't, much like a real life space station. -
[WIP] KerbX - A SpaceX analogue for KSP
BFGfreak replied to Borklund's topic in KSP1 Mod Development
As long as it's a single re-uploadable mod and not the entire forum, I think it's an acceptable sacrifice. -
102: Discovers a way to destroy the universe. Proceeds to go ahead and copy it anyway just for lolz.
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[WIP] KerbX - A SpaceX analogue for KSP
BFGfreak replied to Borklund's topic in KSP1 Mod Development
I can say that even in KSP this is very much true, I've had instances where I could have used the F9 to achieve orbit with my smaller payloads, so there is enough fuel to do a suicide burn if I so felt like trying. I imagine that if parts surviving the fall ever got added back into the inventory in a future version of KSP, such a system would be a godsend for us economical space industries, especially given the cost of our more....spectacular endeavors. Also cool picture. -
I recently attempted to send a probe over to Moho in preperation for a manned mission, and while everything I did went better than planned (I had enough fuel in my assent stage to fling me into interplanetary space for starters) when I finally got to Moho's SOI I was hauling at 4k dV, which unfortunately was too much for both my nuke engine and ion engine to cancel out resulting in my probe now xenonless in a solar orbit. Anyway I was wondering if anyone had any tips for reducing that Delta V I have to burn off for my next mission?
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Invent a name for the first city on Kerbin.
BFGfreak replied to Custard Donut (In Space)'s topic in KSP1 Discussion
Knova Ksilisko (The K's are silent) Also Jeb promises more explosions and boosters for everyone.